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- using System;
- using UnityEngine;
- namespace Xft
- {
- public class GlowEvent : CameraEffectEvent
- {
- public GlowEvent(XftEventComponent owner) : base(CameraEffectEvent.EType.Glow, owner)
- {
- this.downsampleShader = owner.GlowDownSampleShader;
- this.compositeShader = owner.GlowCompositeShader;
- this.blurShader = owner.GlowBlurShader;
- }
- protected Material compositeMaterial
- {
- get
- {
- if (this.m_CompositeMaterial == null)
- {
- this.m_CompositeMaterial = new Material(this.compositeShader);
- this.m_CompositeMaterial.hideFlags = HideFlags.HideAndDontSave;
- }
- return this.m_CompositeMaterial;
- }
- }
- protected Material blurMaterial
- {
- get
- {
- if (this.m_BlurMaterial == null)
- {
- this.m_BlurMaterial = new Material(this.blurShader);
- this.m_BlurMaterial.hideFlags = HideFlags.HideAndDontSave;
- }
- return this.m_BlurMaterial;
- }
- }
- protected Material downsampleMaterial
- {
- get
- {
- if (this.m_DownsampleMaterial == null)
- {
- this.m_DownsampleMaterial = new Material(this.downsampleShader);
- this.m_DownsampleMaterial.hideFlags = HideFlags.HideAndDontSave;
- }
- return this.m_DownsampleMaterial;
- }
- }
- private void FourTapCone(RenderTexture source, RenderTexture dest, int iteration, float spread)
- {
- float num = 0.5f + (float)iteration * spread;
- Graphics.BlitMultiTap(source, dest, this.blurMaterial, new Vector2[]
- {
- new Vector2(num, num),
- new Vector2(-num, num),
- new Vector2(num, -num),
- new Vector2(-num, -num)
- });
- }
- private void DownSample4x(RenderTexture source, RenderTexture dest)
- {
- this.downsampleMaterial.color = new Color(this.m_glowTint.r, this.m_glowTint.g, this.m_glowTint.b, this.m_glowTint.a / 4f);
- Graphics.Blit(source, dest, this.downsampleMaterial);
- }
- private void BlitGlow(RenderTexture source, RenderTexture dest, float intensity)
- {
- this.compositeMaterial.color = new Color(1f, 1f, 1f, Mathf.Clamp01(intensity));
- Graphics.Blit(source, dest, this.compositeMaterial);
- }
- public override bool CheckSupport()
- {
- bool result = true;
- if (!SystemInfo.supportsImageEffects)
- {
- result = false;
- }
- if (this.downsampleShader == null)
- {
- UnityEngine.Debug.Log("No downsample shader assigned! Disabling glow.");
- result = false;
- }
- else
- {
- if (!this.blurMaterial.shader.isSupported)
- {
- result = false;
- }
- if (!this.compositeMaterial.shader.isSupported)
- {
- result = false;
- }
- if (!this.downsampleMaterial.shader.isSupported)
- {
- result = false;
- }
- }
- return result;
- }
- public override void OnRenderImage(RenderTexture source, RenderTexture destination)
- {
- int num = this.m_owner.GlowBlurIterations;
- float num2 = this.m_owner.GlowBlurSpread;
- float num3 = this.m_owner.GlowIntensity;
- num3 = Mathf.Clamp(num3, 0f, 10f);
- num = Mathf.Clamp(num, 0, 30);
- num2 = Mathf.Clamp(num2, 0.5f, 1f);
- RenderTexture temporary = RenderTexture.GetTemporary(source.width / 4, source.height / 4, 0);
- RenderTexture temporary2 = RenderTexture.GetTemporary(source.width / 4, source.height / 4, 0);
- this.DownSample4x(source, temporary);
- float num4 = Mathf.Clamp01((num3 - 1f) / 4f);
- this.blurMaterial.color = new Color(1f, 1f, 1f, 0.25f + num4);
- bool flag = true;
- for (int i = 0; i < num; i++)
- {
- if (flag)
- {
- this.FourTapCone(temporary, temporary2, i, num2);
- temporary.DiscardContents();
- }
- else
- {
- this.FourTapCone(temporary2, temporary, i, num2);
- temporary2.DiscardContents();
- }
- flag = !flag;
- }
- Graphics.Blit(source, destination);
- if (flag)
- {
- this.BlitGlow(temporary, destination, num3);
- }
- else
- {
- this.BlitGlow(temporary2, destination, num3);
- }
- RenderTexture.ReleaseTemporary(temporary);
- RenderTexture.ReleaseTemporary(temporary2);
- }
- public override void Update(float deltaTime)
- {
- this.m_elapsedTime += deltaTime;
- float t = this.m_owner.ColorCurve.Evaluate(this.m_elapsedTime);
- this.m_glowTint = Color.Lerp(this.m_owner.GlowColorStart, this.m_owner.GlowColorEnd, t);
- }
- protected Color m_glowTint = new Color(1f, 1f, 1f, 1f);
- public Shader compositeShader;
- private Material m_CompositeMaterial;
- public Shader blurShader;
- private Material m_BlurMaterial;
- public Shader downsampleShader;
- private Material m_DownsampleMaterial;
- }
- }
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